Should Hyperspace Assault take away deployments?

By Trizzo2, in Star Wars: Armada

Another consideration to add:

If you are deploying, rather than out of the game, would that mean you could load up with Garm Tokens for Turn One? If your Admiral was Hyperspacing, would he still be "in the game" and thus you could use his rules?

We're getting into the realm of upgrade cards that are going to have an effect at deployment.... With that in mind, we'd need to clarify - under the pretense that you don't lose your deployment because you deploy to hyperspace - wether or not you are "in the game" and indeed, have deployed...

Because if I "deploy" to hyperspace, and then appear next to the Token... I'm not Deploying next to the Hyperspace token... So even if there is a Gravity Well Token on top of the Hyperspace Token, I'm not effected by it...

That seems very odd.

Its simply more straightforward to say you don't deploy until you're placed on the table...

Interdictors can have fun with ships in Hyperspace, after all...

per my understanding of the new faq if your admiral is in hyperspace you don't get the admiral benefit.

Another consideration to add:

If you are deploying, rather than out of the game, would that mean you could load up with Garm Tokens for Turn One? If your Admiral was Hyperspacing, would he still be "in the game" and thus you could use his rules?

We're getting into the realm of upgrade cards that are going to have an effect at deployment.... With that in mind, we'd need to clarify - under the pretense that you don't lose your deployment because you deploy to hyperspace - wether or not you are "in the game" and indeed, have deployed...

Because if I "deploy" to hyperspace, and then appear next to the Token... I'm not Deploying next to the Hyperspace token... So even if there is a Gravity Well Token on top of the Hyperspace Token, I'm not effected by it...

That seems very odd.

Its simply more straightforward to say you don't deploy until you're placed on the table...

Interdictors can have fun with ships in Hyperspace, after all...

per my understanding of the new faq if your admiral is in hyperspace you don't get the admiral benefit.

You are correct!

This is why I identified it as an issue with the OP's suggestion.

So if Motti shows up on the table, all of a sudden the rest of your fleet gets more durable. . .

Yep!

Same as removing him can potentially chain-react explode your entire fleet...

I don't understand the poster that claimed placing the hyperspace assault tokens can help deter demolisher runs when you place the tokens BEFORE your opponent deploys anyway... as the Demo deployer you can subsequently deploy to avoid this happening. Unless you are a mind reader there is no way to cover the entire breadth of possibilities for enemy deployment with just 3 tokens...

Additionally, it's pretty clear that you "Deploy" when you bring the ship in from Hyperspace, meaning you can set the speed, the dials etc at the time you place the ship.

This is also a deceptively high skill ceiling objective, I found this out the hard way where I went from no-one picking it for 3 tournaments to everyone at one tournament picking it and I realized I didn't really know how to play the objective to my advantage as I had never actually gotten to play it. It was literally there to "seem" threatening so people would pick my favourite objective (minefields). Needless to say poor understanding of the objective got my demolisher killed in 2/3 games with little return (other than some lessons).

I don't understand the poster that claimed placing the hyperspace assault tokens can help deter demolisher runs when you place the tokens BEFORE your opponent deploys anyway... as the Demo deployer you can subsequently deploy to avoid this happening. Unless you are a mind reader there is no way to cover the entire breadth of possibilities for enemy deployment with just 3 tokens...

Additionally, it's pretty clear that you "Deploy" when you bring the ship in from Hyperspace, meaning you can set the speed, the dials etc at the time you place the ship.

This is also a deceptively high skill ceiling objective, I found this out the hard way where I went from no-one picking it for 3 tournaments to everyone at one tournament picking it and I realized I didn't really know how to play the objective to my advantage as I had never actually gotten to play it. It was literally there to "seem" threatening so people would pick my favourite objective (minefields). Needless to say poor understanding of the objective got my demolisher killed in 2/3 games with little return (other than some lessons).

To your first point, yes, it is very difficult. But through clever positioning of your tokens and your fleet, you could potentially have a token on/near the most likely Demo approaches, and you can move them, too. It's not easy, which is why I haven't tried it myself, but it is possible.

And yes, you are correct. The ship deploys as though it were the start of the game, so you place it on the table and set its speed dial, then set all of its tokens during the next command phase.

I would agree. Most people throw it in because it seems like a deterrent. I fell into this trap myself, and chose a more disadvantageous objective as player one because I shied away from Hyperspace Assault. As second player, it takes a good amount of skill to use it well. One of the earlier posters included an idea that I hadn't thought of - deploying in front of an enemy ship to sock it right in the kisser. The versatility of the objective means it can be incredibly effective, but also takes a lot of skill to use well. Bare minimum, it can be used to drop something like a healthy VSD right in front of a ship that won't be able to escape. Imagine the horror on an AF Ackbar player's face if a VSD suddenly appears in the front arc of their AF toilet bowl. They're going to have a bad time.

The Rebel Dream:

Putting a Loaded Admonition MC30, essentially almost touching Nose-Shield Dial to Nose Shield Dial with an ISD....

... Surviving its Attack (through judicious use of Lando + Admonition)... (Not easy, but Doable)

And then firing both side Arcs into the enemy Front Arc...

... Mmmmmmmmmmm

Tastes like Burning.

Or just have Expanded Launchers and deploy just within its side arc. It'll definitely survive and, unless that ISD is going full speed, you'll get front/side into its butt.

Its perfect if you have someone already jammed in the nose of the ISD to stop it moving, so you can just deploy and go crazy...

But if you have to do it yourself, you have to do it yourself :D

Actually, Hyperspace Assault could also lead to the MC30c dream shot - Rapid Reload with a double broadside. Picture it now - an MC30c appearing between two ISDs, flying in the same direction, hammering away over multiple turns. Add in Ackbar for extra hilarity - 5 Red 4 Black.

Once I flew an MC30 Scout with Ackbar between an ISD and an VSD in just your situation...

I rolled 8 Blanks on the shot against the ISD. (I had forgone OE for the Admonition title, as things were tight)...

So. There was that. :D


Hyperspace assault makes these possibilities... Well... Easier possibilities.

But you do rely on your opponent giving you at least a partial opportunity. You need to build both your hyperspace component and your regular fleet component to both compliment each other, and to be able to operate independently... Because you have to be patient for that opportunity, and then aggressive when it arrives. If you make a mistake on either side of that line, Hyperspace Assault will cost you as an objetive...

Its because of all of the little nuances and possibilities - for both players - that I am super-hesitant to entertain modifying the objective in any way, shape or form.

The Rebel Dream:

Putting a Loaded Admonition MC30, essentially almost touching Nose-Shield Dial to Nose Shield Dial with an ISD....

... Surviving its Attack (through judicious use of Lando + Admonition)... (Not easy, but Doable)

And then firing both side Arcs into the enemy Front Arc...

... Mmmmmmmmmmm

Tastes like Burning.

A dream, you say? :)